@article {Krivanek:2008:RSF,
author = {K{\v{r}}iv{\'a}nek, Jaroslav and Colbert, Mark},
title = {Real-time Shading with Filtered Importance Sampling},
journal = {Computer Graphics Forum},
note = {Eurographics Symposium on Rendering, EGSR~'08},
volume = {27},
number = {4},
publisher = {Blackwell Publishing Ltd},
issn = {1467-8659},
url = {http://dx.doi.org/10.1111/j.1467-8659.2008.01252.x},
doi = {10.1111/j.1467-8659.2008.01252.x},
pages = {1147--1154},
keywords = {I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism - Color, shading, shadowing, and texture},
year = {2008},
abstract = {We propose an analysis of numerical integration based on sampling theory, whereby the integration error caused by aliasing is suppressed by pre-filtering. We derive a pre-filter for evaluating the illumination integral yielding filtered importance sampling, a simple GPU-based rendering algorithm for image-based lighting. Furthermore, we extend the algorithm with real-time visibility computation. Free from any pre-computation, the algorithm supports fully dynamic scenes and, above all, is simple to implement.},
}
